simplification ii: progressive meshessheffa/dgp/ppts/simplification2.pdf · 10,103 8903 ver 503 ver...
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University ofBritish Columbia
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Simplification II: Progressive meshes
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Progressive Meshes
Basic simplification
Progressive mesh
Mn 13,133 ver
Mc1
503 ver8903 ver
Mc2 Mc3
10,103 ver
Mn
13,133 ver
M0
503 ver 489 ver8903 ver10,103 ver
Mc1 Mc2 Mc3
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Progressive Meshes
Simplification
Mn
13,133 ver
M0
503 ver 489 ver8903 ver10,103 ver
Mc1 Mc2 Mc3
Mn M0
503 ver 489 ver8903 ver
Mc1 Mc2 Mc3
13,133 ver
10,103 ver
Refinement
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Definition of vsplit and ecol
ecol changes Connectivity - {vu,vt} is removed Geometry - vt and vu disappear & vs is created
(somewhere) Vs is parent of Vu & Vt
Vu and Vt are children of Vs
vu
vt
vs
vsplit
ecol
fn0
fn1
fn2
fn3fn1
fn0 fn2
fn3
frfl
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vsplit2vsplit1vsplit0M0
Progressive Transmission
Base mesh (M0) transmitted first Refinement records transmitted later & mesh
reconstructed progressively
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View-Dependent Refinement
Problem: Large parts of rendered models are hidden
Hidden faces are view dependent Basic simplification: all faces rendered at same LOD
Waste effort rendering hidden faces
Outside View-Frustum
Backface
Distant
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View-Dependent Refinement
Goal: Generate progressive representation of mesh
s.t. only some faces are simplified & others are fully detailed
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Selective Refinement
Refine only in desired area
vspliti vspliti+1 vspliti+2 vspliti+3 MnM0
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Vertex Hierarchy
Generate Parent-Child forest by combining Progressive Mesh representation with Parent-Child relationship
M0: Set of root vertices (most simplified mesh)
Mn: Set of leaves of the forest (original mesh)
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V2 V3V1
V11V10 V5V4
V7V6
V9V8
V13V12
V15V14
M0
Mn
M0 M1 M2 M4M3 M5 M6
Vertex Hierarchy
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Selective Refinement
Given vertex hierarchy forest - selective refinement mesh generated by using selective, out-of-order vsplits and ecols operations
Current refined/simplified mesh is vertex front in the forest
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V2 V3V1
V11V10 V5V4
V7V6
V9V8
V13V12
V15V14
M0
Mi
Selective Refinement
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Is This Enough ?
Is Selective-Refinement data-structure enough for View-Dependent operations ?
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Face/vertex is active if it exists in current front
Legal vsplit:
Vs is active vertex
Faces {fn0,fn1,fn2,fn3} are all active
Legal ecol:
Vt & Vu are both active
Faces {fn0,fn1,fn2,fn3} are adjacent to fl & fr
vsfn0
fn1
fn2
fn3
vu
vt
fn1
fn0 fn2
fn3frfl
Legal Operations
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Data-Structure Implementation
To achieve a real-time View-Dependent algorithm need efficient data-structure to maintain vertices & faces information
Vertex list array - holds vertices that participate in View-Dependent model
Active vertices list - holds current mesh front
Faces & active faces lists
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View-Dependent Algorithm
Traverse active-vertex-front before each rendering operation
For each vertex test if vertex should be Refined Simplified Left as it is
Perform simplification operations (ecol) only if legal
Perform all refine operations (vsplit) to make it legal (sometimes) perform
additional vsplit operations
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V2 V3V1
V11V10 V5V4
V7V6
V9V8
V13V12
V15V14 V17V16
vsplit dependency
View-Dependent Alg
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Refinement Criteria
View-Frustum Criterion: Each original mesh vertex is center of sphere
containing all its neighbors Vertex considered outside view-frustum if its
associated sphere is outside
(vx,vy,vz) - vertex v position (ai,bi,ci,di) for i=1…4 - frustum faces rv – radius of sphere associated with v
viziyixi rdvcvbva 1||)(|| ,, iii cba
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Refinement Criteria
View-Frustum Criterion:
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Surface Orientation: Each mesh vertex associated with cone in direction of
its normal with angle v
Given viewpoint e - it is unnecessary to split v if:
& 0ˆ)( vnev
vv evnev 222 sin||||)ˆ)((
Refinement Criteria
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= 0% = 0.33%
Refinement Criteria
Screen-Space Geometric error: Refine mesh only if distance between
approximated & original surfaces when projected on the screen is larger than screen-space tolerance
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Examples
Original Simplified Top-View
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Examples (cont’)
Original Simplified Top-View